Jak Fearon

Lead Game Developer / Technical Artist

Seasoned game developer with 30 years of cross-platform, cross-discipline experience, including AAA titles, indie games, fullstack web dev, and more. Over 35 shipped titles during career, across generations of platforms (console, PC, Mac, mobile, and VR).

Comprehensive experience across every facet of game development, including 2D/3D art & animation, UI/UX, audio, design, game frameworks, systems engineering, and full-stack web development.

Experienced in designing, programming, and directing a project from concept to completion, balancing technical, creative, and production demands to deliver an enjoyable, engaging user experience.


Classic Games Showcase


90s Games

In the early 90s, I was doing 2D/3D art/audio in the Amiga Demo Scene (as piper flatline), so I had a "portfolio" ready to go without even realizing.

A colleague let me know that one of his friends was starting a game studio so I gave them a call. That's when I was hired as the first regular (non Art Director) artist at Tiburon (now Tiburon EA). It was a super tiny team, maybe 6 people to start. We got to develop for a bunch of classic consoles, and I created art and cinematics for "Madden NFL", the action-packed "Strike Series", and several other beloved games. It was awesome.

From there I went on to n-Space where I worked on "Duke Nukem - Time to Kill" and other fan-favorite games, and later I went to Boss Game Studios.

Working at Boss on their racing games was a total thrill, and I got to create the Tokyo and Las Vegas tracks for the popular "World Driver Championship" game for N64, and was promoted to Art Director on the now-rare Stunt Racer (N64). I transitioned out of that role early in devlopment to focus on preparing my own independent ventures.

Duke Nukem: Time to Kill Some classic games I worked on.
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  • Created in-game art assets, UI, visual effects, and soundtrack music across multiple classic console projects.
  • Developed 2D/3D art and cinematics for titles including Madden NFL and the Strike series.
  • Produced 2D/3D art, UI elements, environment art, and cinematics for Duke Nukem: Time to Kill and other console releases.
  • Created original soundtrack for Bugriders : The Race of Kings with well-known game designer/composer Russell Lieblich.
  • Designed and built the Kyoto and Las Vegas tracks for World Driver Championship (N64), integrating performance-optimised geometry and texture streaming for large environments and special visual effects.
  • Directed and created opening cinematic and intro soundtrack for Boss Rally (PC).
  • Promoted to Art Director on Stunt Racer (N64) at Boss Game Studios, transitioning out during early development to pursue independent projects.

Titles:

  • John Madden Football '96, Super Nintendo / Genesis
  • John Madden Football '97, PS1 / Saturn
  • College Football '97, Super Nintendo (uncredited)
  • NHL Hockey '96, Super Nintendo / Genesis
  • Shaq vs. Legends, Genesis (unreleased)
  • Soviet Strike, Saturn
  • Future Strike, Super Nintendo / Genesis (unreleased)
  • MechWarrior 3050, Super Nintendo also known as...
  • BattleTech: A Game of Armored Combat, Super Nintendo
  • BugRiders, The Race of Kings, Playstation / PC
  • BugRiders, The Race of Kings : Soundtrack (with Russell Lieblich)
  • Duke Nukem: Time to Kill, Playstation
  • Tigershark, Playstation/ PC (uncredited)
  • GT Interactive Logo Opening : Sound Effects/Score
  • World Driver Championship, Nintendo 64
  • Stunt Racer 3000, Nintendo 64
  • Boss Rally : Intro Cinematic and Audio Score, PC
Madden '96 World Driver Championship

Additional Credits


Project Wingman (2020)

Combat Flight Action Game (PC)

Terrain Textures

  • Provided a detailed set of 230+ CC-licensed terrain textures which were incorporated into the game’s environments, earning a special thanks credit.
Project Wingman

Retro Gamer Magazine (2021, Issue #224)

Article Interview

  • Took part in an interview for an article for Retro Gamer Magazine.
  • The article, written by Stephen Wilds, is about when the game dev industry began moving from 2D into 3D in the 1990s, including experiences from the veteran artists and developers who helped make that transition.
Retro Gamer Magazine

Where do you go? (2018)

Sci-fi Music Video (Unity)

End-to-End personal project (Solo)

I perform music under various names, including "Jenna Fearon" for synthpop tracks. This is a song of mine which I created a video for in Unity.

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  • Wrote lyrics and arranged song using synthesizers and FL_Studio.
  • Conceptualized surreal "starship graveyard" idea for video.
  • Designed and built 3D scene in Unity with scripts for planet movement, camera control, etc.
  • Rendered to file using custom Unity camera recorder script and edited to final version in Adobe Premiere.

For more of my music, go here.


Simulation Showcase

One day I was at Fred Meyer (Washington Superstore) and saw a flight simulator in the games section. It looked cool so I bought it, and then when I tried it, I decided to mod it. And that started me on the short-lived but enjoyable path of working on (sometimes award winning) things for simulators. Here are a few...


Fly! 2K & Fly! II (2000, 2001)

Flight simulators by Terminal Reality (Mac & Windows)

  • Fly! 2K: included my sky and weather app Sky!
  • Sky! was awarded the "MicroWings Flight Simmy Award" and the "FlightSim.com Developer's Award of Excellence"
  • Fly! II: Created detailed terrain scenery textures.
  • Fly! II: Contributed to technical design of whole-world terrain scenery framework.
Fly!2K and Fly! II
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Sky Conductor 1 & 2 (2002)

Add-On for Microsoft Train Simulator (Windows)

End-to-End Development

  • Worked with former colleague from Boss Game Studios to design and program "Snack Machine", the backend that Sky! Conductor used as a framework.
  • Created framework for dynamically replacing skies and weather in Microsoft Train Simulator.
  • Integrated custom designed cloud and weather textures, easily changed in-game with a simple click.
  • Sky! Conductor is still being used today by MSTS players.
Sky! Conductor for MSTS

Route Control (2001)

Add-On for Microsoft Train Simulator (Windows)

End-to-End Development (Solo)

  • Created dynamic compression framework for MSTS routes.
  • Route Control is still being used today, over twenty years later, by players of the original game.
Route Control for MSTS

Art Showcase (Digital/Traditional)


'Choke' Acrylic on Canvas Asha' : Realtime Rigged Character, 3DSMax, Photoshop 'Red-Girl' : Acrylic - Airbrush on 4x5 Canvas
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''City of Sin' : Realtime Unity Environment - Customized 3D Asset, 3DSMax, Photoshop, Unity, Marmoset Skyshop 'Shipwreck' : Realtime 3D Unity Environment, Modeling, Shading, Texturing, Effects, and Lighting 'Inked Ravens' : Texturing & Lighting of realtime 3D Unity environment built by artist partner 'Burgundy' : Acrylic on Canvas 'Teddie' : Acrylic on Canvas 'Marilyn' : Airbrush on Jacket 'Battle-Damaged Hogart' : Realtime Rigged Character - Daz, 3DSMax, Mudbox, Photoshop 'Angie' : Realtime Rigged Character, 3DSMax, Photoshop 'Rose' : Realtime Rigged Character, 3DSMax, Photoshop

My Info

I've worked on over 35 titles and only listed some of them here. Please reach out if you have questions or want to connect. I’m active on LinkedIn and via email.

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